ns/dev/3.2-LUA/source/mod/AvHBuildingGun.cpp
tankefugl f0bcdd7a9f Branched for LUA development.
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@266 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-07-13 11:35:45 +00:00

473 lines
11 KiB
C++

//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHBuildingGun.cpp$
// $Date: 2002/07/24 18:55:51 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBuildingGun.cpp,v $
// Revision 1.10 2002/07/24 18:55:51 Flayra
// - Linux case sensitivity stuff
//
// Revision 1.9 2002/07/24 18:45:40 Flayra
// - Linux and scripting changes
//
// Revision 1.8 2002/06/25 17:43:21 Flayra
// - Removed this
//
// Revision 1.7 2002/06/10 19:47:16 Flayra
// - New level 2 view model
//
// Revision 1.6 2002/06/03 16:39:09 Flayra
// - Added different deploy times (this should be refactored a bit more)
//
// Revision 1.5 2002/05/28 17:37:38 Flayra
// - Don't perform max # check for offense chambers (only for upgrade buildings)
//
// Revision 1.4 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHAlienWeapons.h"
#include "mod/AvHPlayer.h"
#ifdef AVH_CLIENT
#include "cl_dll/eventscripts.h"
#include "cl_dll/in_defs.h"
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#endif
#include "common/hldm.h"
#include "common/event_api.h"
#include "common/event_args.h"
#include "common/vector_util.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHAlienWeaponConstants.h"
#include "mod/AvHAlienEquipmentConstants.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHTitles.h"
#ifdef AVH_SERVER
#include "mod/AvHSharedUtil.h"
#endif
//int AvHBuildingGun::GetBarrelLength() const
//{
// return kBuildingGunBarrelLength;
//}
//
//int AvHBuildingGun::GetDeployAnimation() const
//{
// // Look at most recently used weapon and see if we can transition from it
// int theDeployAnimation = 7;
//
// AvHWeaponID thePreviousID = this->GetPreviousWeaponID();
//
// switch(thePreviousID)
// {
// case AVH_WEAPON_SPIT:
// theDeployAnimation = 4;
// break;
// case AVH_WEAPON_WEBSPINNER:
// case AVH_WEAPON_RESOURCE_TOWER:
// case AVH_WEAPON_OFFENSE_CHAMBER:
// case AVH_WEAPON_DEFENSE_CHAMBER:
// case AVH_WEAPON_SENSORY_CHAMBER:
// case AVH_WEAPON_MOVEMENT_CHAMBER:
// case AVH_WEAPON_HIVE:
// theDeployAnimation = -1;
// break;
// }
//
// return theDeployAnimation;
//}
//
//float AvHBuildingGun::GetDeployTime() const
//{
// return 1.0f;
//}
//
//int AvHBuildingGun::GetIdleAnimation() const
//{
// int theBaseOffset = 0;
// int theAnimation = theBaseOffset + UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 0, 2);
// return theAnimation;
//}
//
//int AvHBuildingGun::GetShootAnimation() const
//{
// return 5;
//}
//
//bool AvHBuildingGun::GetFiresUnderwater() const
//{
// return true;
//}
//
//bool AvHBuildingGun::GetIsDroppable() const
//{
// return false;
//}
//
//void AvHBuildingGun::Init()
//{
// this->mRange = kBuildingGunRange;
// this->mROF = kBuildingGunROF;
//}
//
//char* AvHBuildingGun::GetViewModel() const
//{
// return kLevel2ViewModel;
//}
//
//void AvHBuildingGun::Precache(void)
//{
// AvHAlienWeapon::Precache();
//
// PRECACHE_SOUND(kBuildingGunSound1);
// PRECACHE_SOUND(kBuildingGunSound2);
//
// this->mEvent = PRECACHE_EVENT(1, kBuildingGunEventName);
// //this->mEvent = PRECACHE_EVENT(1, kSpitGEventName);
//}
//
//void AvHBuildingGun::Spawn()
//{
// AvHAlienWeapon::Spawn();
//}
//
//bool AvHBuildingGun::UsesAmmo(void) const
//{
// return false;
//}
//
//CBaseEntity* AvHBuildingGun::CreateBuilding(const Vector& inLocation) const
//{
// Vector theAngles;
// CBaseEntity* theEntity = CBaseEntity::Create(this->GetBuildingClassName(), inLocation, theAngles);
// ASSERT(theEntity);
// return theEntity;
//}
//
//int AvHBuildingGun::GetMaxAllowed() const
//{
// return 3;
//}
//
//void AvHBuildingGun::FireProjectiles(void)
//{
// #ifdef AVH_SERVER
// // Make sure we have enough points to shoot this thing
// AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
// ASSERT(thePlayer);
//
// int theBuildingPointCost = this->GetBuildingPointCost();
//
// // Make sure we haven't exceeded the limit
// int theNumBuildings = 0;
// FOR_ALL_ENTITIES(this->GetBuildingClassName(), CBaseEntity*)
// if(theEntity->pev->team == thePlayer->pev->team)
// {
// theNumBuildings++;
// }
// END_FOR_ALL_ENTITIES(this->GetBuildingClassName());
//
// int theMaxBuildings = this->GetMaxAllowed();
// if(!strcmp(this->GetBuildingClassName(), kwsOffenseChamber))
// {
// theMaxBuildings = -1;
// }
//
// if((theMaxBuildings == -1) || (theNumBuildings < theMaxBuildings))
// {
// if(thePlayer->GetResources() > theBuildingPointCost)
// {
// // Now check to make sure the space is big enough to hold the building
// UTIL_MakeVectors(this->m_pPlayer->pev->v_angle);
//
// Vector theStart = this->m_pPlayer->GetGunPosition();
// Vector theEnd = theStart + gpGlobals->v_forward*this->GetRange();
//
// // Collide with world to find potential build site
// TraceResult theTR;
// UTIL_TraceLine(theStart, theEnd, dont_ignore_monsters, thePlayer->edict(), &theTR);
//
// Vector theLocation = theTR.vecEndPos;
//
// // Check if collision point is valid for building
// if(AvHSHUGetIsSiteValidForBuild(this->GetBuildingMessageID(), &theLocation, thePlayer->edict()))
// //if(AvHSUIsAreaFree(vecSrc, this->GetBuildingRadius(), this->m_pPlayer))
// {
// // Decrement theBuildingPointCost points
// thePlayer->SetResources(thePlayer->GetResources() - theBuildingPointCost);
//
// // Create the new building
// CBaseEntity* theEntity = this->CreateBuilding(theLocation);
//
// AvHSUBuildingJustCreated(this->GetBuildingMessageID(), theEntity, thePlayer);
//
// // Set owner (this prevents collisions between the entity and it's owner though)
// //theEntity->pev->owner = ENT(this->m_pPlayer->pev);
//
// // Set building's team
// theEntity->pev->team = this->m_pPlayer->pev->team;
// }
// }
// else
// {
// thePlayer->PlayHUDSound(HUD_SOUND_ALIEN_MORE);
// }
// }
// else
// {
// thePlayer->SendMessage(kTooManyBuildings, true);
// }
//#endif
//}
//
//// Build distance for all buildings
//float AvHBuildingGun::GetRange() const
//{
// return 48;
//}
//
//bool AvHBuildingGun::GetMustPressTriggerForEachShot() const
//{
// return true;
//}
//
//
//
//LINK_ENTITY_TO_CLASS(kwResourceTowerGun, AvHResourceTowerGun);
//
//char* AvHResourceTowerGun::GetBuildingClassName() const
//{
// return kwsAlienResourceTower;
//}
//
//AvHMessageID AvHResourceTowerGun::GetBuildingMessageID() const
//{
// return ALIEN_BUILD_RESOURCES;
//}
//
//int AvHResourceTowerGun::GetBuildingPointCost() const
//{
// int theCost = 0;
//
// #ifdef AVH_SERVER
// theCost = GetGameRules()->GetPointCostForMessageID(this->GetBuildingMessageID());
// #endif
//
// return theCost;
//}
//
//int AvHResourceTowerGun::GetBuildingRadius() const
//{
// return 40;
//}
//
//int AvHResourceTowerGun::GetMaxAllowed() const
//{
// return -1;
//}
//
//void AvHResourceTowerGun::Spawn()
//{
// AvHBuildingGun::Spawn();
//
// Precache();
//
// this->m_iId = AVH_WEAPON_RESOURCE_TOWER;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsResourceTowerGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}
//
//
//
//
//
//
//LINK_ENTITY_TO_CLASS(kwOffenseChamberGun, AvHOffenseChamberGun);
//
//char* AvHOffenseChamberGun::GetBuildingClassName() const
//{
// return kwsOffenseChamber;
//}
//
//AvHMessageID AvHOffenseChamberGun::GetBuildingMessageID() const
//{
// return ALIEN_BUILD_OFFENSE_CHAMBER;
//}
//
//int AvHOffenseChamberGun::GetBuildingPointCost() const
//{
// return 5;
//}
//
//int AvHOffenseChamberGun::GetBuildingRadius() const
//{
// return 40;
//}
//
//void AvHOffenseChamberGun::Spawn()
//{
// AvHBuildingGun::Spawn();
//
// Precache();
//
// this->m_iId = AVH_WEAPON_OFFENSE_CHAMBER;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsOffenseChamberGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}
//
//
//
//
//
//
//LINK_ENTITY_TO_CLASS(kwDefenseChamberGun, AvHDefenseChamberGun);
//
//char* AvHDefenseChamberGun::GetBuildingClassName() const
//{
// return kwsDefenseChamber;
//}
//
//AvHMessageID AvHDefenseChamberGun::GetBuildingMessageID() const
//{
// return ALIEN_BUILD_DEFENSE_CHAMBER;
//}
//
//int AvHDefenseChamberGun::GetBuildingPointCost() const
//{
// return 5;
//}
//
//int AvHDefenseChamberGun::GetBuildingRadius() const
//{
// return 40;
//}
//
//void AvHDefenseChamberGun::Spawn()
//{
// AvHBuildingGun::Spawn();
//
// Precache();
//
// this->m_iId = AVH_WEAPON_DEFENSE_CHAMBER;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsDefenseChamberGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}
//
//
//
//
//LINK_ENTITY_TO_CLASS(kwSensoryChamberGun, AvHSensoryChamberGun);
//
//char* AvHSensoryChamberGun::GetBuildingClassName() const
//{
// return kwsSensoryChamber;
//}
//
//AvHMessageID AvHSensoryChamberGun::GetBuildingMessageID() const
//{
// return ALIEN_BUILD_SENSORY_CHAMBER;
//}
//
//int AvHSensoryChamberGun::GetBuildingPointCost() const
//{
// return 5;
//}
//
//int AvHSensoryChamberGun::GetBuildingRadius() const
//{
// return 40;
//}
//
//void AvHSensoryChamberGun::Spawn()
//{
// AvHBuildingGun::Spawn();
//
// Precache();
//
// this->m_iId = AVH_WEAPON_SENSORY_CHAMBER;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsSensoryChamberGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}
//
//
//
//
//LINK_ENTITY_TO_CLASS(kwMovementChamberGun, AvHMovementChamberGun);
//
//char* AvHMovementChamberGun::GetBuildingClassName() const
//{
// //return kwsDeployedTurret;
// return kwsMovementChamber;
//}
//
//AvHMessageID AvHMovementChamberGun::GetBuildingMessageID() const
//{
// return ALIEN_BUILD_MOVEMENT_CHAMBER;
//}
//
//int AvHMovementChamberGun::GetBuildingPointCost() const
//{
// return 5;
//}
//
//int AvHMovementChamberGun::GetBuildingRadius() const
//{
// return 40;
//}
//
//void AvHMovementChamberGun::Spawn()
//{
// AvHBuildingGun::Spawn();
//
// Precache();
//
// this->m_iId = AVH_WEAPON_MOVEMENT_CHAMBER;
//
// // Set our class name
// this->pev->classname = MAKE_STRING(kwsMovementChamberGun);
//
// SET_MODEL(ENT(this->pev), kNullModel);
//
// FallInit();// get ready to fall down.
//}